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EBookClubs

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Book Designing Online Information Literacy Games Students Want to Play

Download or read book Designing Online Information Literacy Games Students Want to Play written by Karen Markey and published by Rowman & Littlefield. This book was released on 2014-03-12 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.

Book Tackling Society s Grand Challenges with Design Science

Download or read book Tackling Society s Grand Challenges with Design Science written by Jeffrey Parsons and published by Springer. This book was released on 2016-05-10 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the 11th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2016, held in St. John, Newfoundland, Canada, in May 2016. The 11 full papers, 2 short papers and 9 short papers describing prototypes and products were carefully reviewed and selected from 54 submissions. The papers are organized around the following topics: methodological aspects of design science; applications of design science research to real world design problems, for example in social media, health care systems, embedded technologies, climate, security.

Book Digital Libraries  Knowledge  Information  and Data in an Open Access Society

Download or read book Digital Libraries Knowledge Information and Data in an Open Access Society written by Atsuyuki Morishima and published by Springer. This book was released on 2016-11-24 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 18th InternationalConference on Asia-Pacific Digital Libraries, ICADL 2016, held in Tsukuba,Japan, in December 2016. The 18 full papers, 17 work-in-progress papers and 7 practitioner papers presented were carefully reviewed and selected from 71 submissions. The papers cover topics such as community informatics, digital heritage preservation, digital curation, models and guidelines, information retrieval/integration/extraction/recommendation, privacy, education and digital literacy, open access and data, and information access design.

Book Digital Libraries  Providing Quality Information

Download or read book Digital Libraries Providing Quality Information written by Robert B. Allen and published by Springer. This book was released on 2015-12-17 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 17th International Conference on Asia-Pacific Digital Libraries, ICADL 2015, held in Seoul, South Korea, in December 2015. The 22 full papers, 9 short papers, 7 panels, 6 doctoral consortiium papers and 19 poster papers presented were carefully reviewed and selected from 141 submissions. The papers for this 2015 conference cover topics such as digital preservation, gamification, text mining, citizen science, data citation, linked data, and cloud computing.

Book Emerging Strategies for Supporting Student Learning

Download or read book Emerging Strategies for Supporting Student Learning written by Barbara Allan and published by Facet Publishing. This book was released on 2016-04-15 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging Strategies for Supporting Student Learning provides a straightforward and accessible guide to the latest learning and teaching practices appropriate for use with higher education students. It is both an exciting and challenging time to be working in higher education as the sector experiences rapid changes including: an increasingly diverse student population with changing expectations; changes in technology including the rise in the use of social media; increased emphasis on employability and internationalisation; development of new social learning spaces; as well as an ever-decreasing resource base. As a result of these changes, new approaches to supporting student learning are developing rapidly. In the past five years, developments in both the theory and practice of learning and teaching have created a complex landscape which it is sometimes difficult to navigate. Emerging Strategies for Supporting Student Learning provides practical guidance and brings together theory and practice in an accessible style. The book covers a wide range of tools and techniques (relevant to face-to-face, blended learning and online practices) which will suit students in different contexts from large groups of 500+ to very small classes of research students. This practical book makes extensive use of case studies, examples, checklists and tables and contains: - An analysis of the current higher education landscape, the changes that are occurring and the diverse nature of students populations - An exploration of new theories of digital literacy including case studies demonstrating how library and information workers have applied these models in practice - A demonstration of the many different ways in which academic library and information services are working in support of student employability - A theoretical overview of different approaches to teaching and learning including Kolb’s learning cycle, Laurillard’s conversational framework for university teaching, Entwistle’s teaching for understanding at university, Land and Meyer’s threshold concepts, and the Higher Education Academy’s work on flexible pedagogies - Practical guidance on designing, developing and evaluating courses and other learning and teaching events in different situations in including face-to-face, flipped classroom, blended learning, and online learning - An exploration of approaches to personal and professionals development including 90+ approaches to workplace learning; accredited courses; short courses, conferences and workshops; networking through professional organisations; and developing online networks. Emerging Strategies for Supporting Student Learning will be essential reading for different groups working in colleges and universities including library and information workers, staff developers, educational technologists, educational development project workers, educational change agents and students of library and information science who are planning their careers in higher education institutions.

Book Online Searching

Download or read book Online Searching written by Karen Markey and published by Rowman & Littlefield. This book was released on 2023 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online Searching puts aspiring librarians working in all types of institutions on the fast track to becoming expert searchers, the intermediaries who unite information users with trusted sources that satisfy their information needs.

Book Learning and Education Games  Volume Two  Bringing Games into Educational Contexts

Download or read book Learning and Education Games Volume Two Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Book andererseits   Yearbook of Transatlantic German Studies

Download or read book andererseits Yearbook of Transatlantic German Studies written by William Collins Donahue and published by transcript Verlag. This book was released on 2024-01-31 with total page 503 pages. Available in PDF, EPUB and Kindle. Book excerpt: andererseits provides a forum for research, commentary, and creative work on topics related to the German-speaking world and the field of German Studies. Works presented in the publication come from a wide variety of genres including book reviews, poetry, essays, editorials, forum discussions, academic notes, lectures, and traditional peer-reviewed academic articles. In addition, we welcome contributions by journalists, librarians, archivists, and other commentators interested in German Studies broadly conceived. As a specifically transatlantic endeavor, we also highlight select topics in American Studies that impact German Studies. By publishing such a diverse array of material, we hope to demonstrate the extraordinary value of the humanities in general, and German Studies in particular, on a variety of intellectual and cultural levels. This issue features sections about German Studies approaches to media literacy, Stephen Dowden's book »Modernism and Mimesis« and the poetics of ambiguous memory.

Book Health Sciences Librarianship

Download or read book Health Sciences Librarianship written by M. Sandra Wood and published by Rowman & Littlefield. This book was released on 2014-05-09 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive textbook of health sciences librarianship provides the library student and new librarian with the background and skills necessary to handle day-to-day activities and provide quality services in a health sciences library or a more general library serving students and practitioners in the health professions. The book has 16 chapters, each authored by an experienced medical librarian and is are organized logically into 4 sections: The Profession, Collection Services, User Services, and Administrative Services, Each chapter contains photographs, figures, tables, and charts illustrating the essential concepts introduced. Overseen by a 3-member editorial board of leading professors in medical librarianship programs, this authoritative text provides students, beginning, and experienced librarians with a comprehensive overview of state-of-the-art medical librarianship.

Book Gamification

Download or read book Gamification written by Elizabeth McMunn-Tetangco and published by Rowman & Littlefield. This book was released on 2017-02-16 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view – email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a project’s beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.

Book Let the Games Begin  Engaging Students with Interactive Information Literacy Instruction

Download or read book Let the Games Begin Engaging Students with Interactive Information Literacy Instruction written by Theresa R. McDevitt and published by ALA Neal-Schuman. This book was released on 2011-06-30 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The value of games in teaching and learning has been well-documented in research in education. Here are sixty field-tested games that teach information literacy skills using fun, interactive activities at a variety of skill and knowledge levels.

Book Information Literacy  Lifelong Learning and Digital Citizenship in the 21st Century

Download or read book Information Literacy Lifelong Learning and Digital Citizenship in the 21st Century written by Serap Kurbanoglu and published by Springer. This book was released on 2014-12-13 with total page 804 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the European Conference on Information Literacy, ECIL 2014, held in Dubrovnik, Croatia, in October 2014. The 93 revised full papers presented together with two keynotes and one invited paper were carefully reviewed and selected from 283 submissions. The papers are organized in topical sections on theoretical framework; related concepts; research; rights and ethics; children; higher education; education and instruction; assessment and evaluation; libraries; different aspects.

Book Games and Gamification in Academic Libraries

Download or read book Games and Gamification in Academic Libraries written by Stephanie H. Crowe and published by . This book was released on 2020 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses. In four sections--An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games--Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs."--

Book Teach Like a Gamer

Download or read book Teach Like a Gamer written by Carly Finseth and published by McFarland. This book was released on 2018-06-08 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.

Book Serious Play

    Book Details:
  • Author : Catherine Beavis
  • Publisher : Routledge
  • Release : 2017-05-08
  • ISBN : 1134979118
  • Pages : 359 pages

Download or read book Serious Play written by Catherine Beavis and published by Routledge. This book was released on 2017-05-08 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Learning by Playing

    Book Details:
  • Author : Fran Blumberg
  • Publisher : Oxford University Press, USA
  • Release : 2014
  • ISBN : 019989664X
  • Pages : 386 pages

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.